Tutorial exercise: (Calling all Noobs)


#501

here’s a close up of the leg armour


#502

upper body


#503

wow, thats great and nice mat, how did u make that? maybe a shot of ur deitor? and u seem to have made the same mistak as i, u made her shoes metal hehe ho is she gana bend her feet? :slight_smile:


#504

Hey Freak, that material is just a standard metal_chrome.

I think the shoes are supposed to be like segmented metal pieces that kind of telescope in and out as her foot moves.


#505

I hope you don’t mind a Lightwave user posting here, but I thought it was a great tutorial. I had to do a number of different things to get the same result, but it was great learning experience. I hope to texture it tomorrow.


#506

Originally posted by Eye of Hawk
[B]Well u can go to “tools” menu and choose “display floater” and there in freeze panel choose “selected” or “unselected”, it depends on whether your object is selected or not.

Another way: go to Display menu, it’s where create, modify and other menus, are and there also is this fuction freeze.

CU! [/B]

Thanx for the tip. But when I freeze image plane, it hide itself as well. Oh and I didn’t check “hide frozen” either. Why is that?


#507

Oh yes, now i see the problem, hm… i think the only way is to put the image on the backgroung, the way it was described in the same tut. (Views>Viewport Background…).

But with freeze function it disappears as u’ve tried.

I used background image almost through all the tut. so i think it’s worth to try ;).


#508

Will be posting a rough sketch shortly.:buttrock:


#509

Hey guys! Need some help here.

I’ve been doing the belt that is in the last page of accessories and when i did loft, they say to make adjustions with vertex on the shape that i created, but it doesn’t work. And the shape in loft mode, doesn’t have vertex option…

The quote from the tut. - "To correct that, select the right-angled shape, and in vertex mode to apply a rotation in Selection Center mode. " (i don’t understand whta they mean)

Anybody help!


#510

Hm, I guess you just rotate the rectanglular shape to correct the lofted belt mesh.


#511

Thanks ix|reactor but i think they want smth esle, well it doesn’t matter, coz i collapsed loft (loft became editable mesh) and then i made some adjustions…

Finaly i got to texturing, i finished with the modeling part :)))), here it is:


#512

God dang, thats nice, I only just finished the assembly of ear, head n’ body.
I just got max5 up and running, so I’m getting used to the new interface.
I also downloaded the Maya free learning sample from alias wavefront. It was so totaly different from max, but some graphical features I noticed in Maya 4.5 also existed in max5. I wonder who copied who ;]
Anyway this autumn I’m enrolling in a graphical art’s course/program at university. They’ll teach us Maya 4.5 unlimited, photoshop, a little max5, afterEffects, premiere etc, so that’ll be fun.
Traditional art classes included (naked women posing!!!) ;]
Jeez, I’ll have a hard time trying to get that boner down then, huh =]


#513

Okay, here is one last test with my version of Joan. This really was a great tutorial even for a Lightwave guy. Although it does show a number of advantages that Max has with edges and edge weighting.


#514

What is that?


#515

They call it crease parameters in the tutorial. I think it first shows up when doing the armor for the shoes. It is really just adding weight to the edges if I am understanding it correctly. In lightwave you can only add subpatch weighting to points. :annoyed:


#516

hey clingfree, thats a great joan of ark. something that hits me is her feet look way to small, well way to small to have any footwear on. her feet should be that big.


#517

Thanks for the tip Darren. I will make the proper adjustment…I hope. It may partially be the angle of the shot.


#518

Yes, but what does that imply? What does it mean to weight an edge? What does it do with it?

Dont hate me, Im just tryng to grasp it…


#519

Eye of Hawk:
i think u should tweak her breast a little… it’s too small…

even that… awesome model!

congrats,
v.


#520

ix, I think it is a great question. What edge weighting (crease parameters) will do for you is allow you to put a crease in the geometry without the need for a lot of extra polygons. In other words, let’s say you wanted to make a box with sharp corners but it is already subdivided…you can add creasing to make the corners sharp otherwise you would have to add a number of extra edges towards the edge of the box. I hope that makes sense. Bottom line is it really helps out with making sharp lines in subdivided (meshsmoothed) objects. I hope that doesn’t add to the confusion.
By the way, your model is looking really good Eye of Hawk. I can’t wait to see it textured.